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Freelancer Rebalance 1.0b features and feedback

Here you can find news, get help and comment about the ?FL Rebalance Mod? for Freelancer

Post Sat Jun 07, 2003 3:40 pm

So we are going to have a HyperDrive ability?

How about the TIEs? Will there be new TIEs and perhaps some that can equip class10 guns?

Have to fix that engine trade/sell thing. You cannot sell it, and you cannot keep the engine when purchasing a new ship. There has to be a way to keep the engine without the need to pass it to a friend online, or flying all the way back t buy it.

Where can I buy Shadow Engines? Used by the Nial. Can I know where I can get a list of the ship locations, all locations.

Edited by - GameShark03 on 07-06-2003 19:32:39

Post Sat Jun 07, 2003 6:53 pm

WOW, lots of posts and an entire polemic about the new(and old ships). I just wanted to add to all above is that I believe the new ships add many choices and satisfy much more tastes than before. I'm gonna add a load of new weapons as well, to keep up with the fighters variety, and no fighters will have level 10 turrets, only cruisers and gunboats. Also prices will be doubled on most equips, ships and armament.
Ether Dragon, i don't wanna return to the days when all VHF's had 6 weapons, it was absurd an boring, only 1 turret more? and all the same...no way,
And about the much more xpensive ships and the rest, the missions 2 and 3 give 50000 and 100000 credits so there will be something to start on, besides since some jumhpoles and gates will be unlocked u can have acces to systems with much more well rewarded(and dangerous missions). And on th other hand, for ex in calif system u will get mission to station/weapon platf. and each give a deep scanner, which costs now 22k. so u see it;s a bright side in increasing prices especially that some of the equip like shields is now lootable. The FRT's will have thier cargo reduced to a max of 750 for the BW freighter.
Toco, most of the fighters in Kusari space have 7/1 weapons(dragoon, Hammerhead(9/1), Slave1(8/2), falcon(7/1) and Stilletto(7/1).
And i will add the Earth System, and 3 more into next version, its jut taking a lot of testing and a bit of luck I guess to make it work. there will be encounters with major pirate factions and Battleship/Cruisers. The Earth alliance system is guarded by Earth alliance Police flyng Starfury's and Thunderbolts and is accesible from somewhere in Liberty. There will be te Centauri Republic, Minbari Empire and Nial Regime systems, each with their house police flying custom ships. In Earth Alliance system I already made Random missions available(thi has become my general HQ for testing Random Missions, how they are given by who and against what factions...or Battleships. I believe I discovered why and against who..., u'll see.)
I know bout that mission with Tekkagi transport...i'll try to find the issue that's causes the crashes.
the T/D will have class 10 guns, don't worry Gameshark...

Post Sat Jun 07, 2003 7:59 pm

If you run 1.1 server patch and try to play mods they WILL NOT WORK. MS has made it so once you patch the game it can no longer be modified.

Fair warning. If you upgrade forget playing any mods.


http://www.homebs.com/flsdk/
Tutorials, Utilties, Mods, and much more.

Post Sat Jun 07, 2003 7:59 pm

Great to hear from you MD. You must be really busy. Just take your time and enjoy what you are doing.

Hmmmm. Microsoft must be really pissed with all the modding going on.

"To know the light, you must see the dark."

Edited by - RaDiAtIoN on 07-06-2003 21:00:43

Post Sun Jun 08, 2003 3:04 am

MD, what I was talking about with new players being hosed was in regards to multiplayer. Multiplayer characters don't have the campaign missions to help them get ahead.

Post Sun Jun 08, 2003 3:11 am

Reynen, are you saying that any new mods that you try to enable after what is currently enabled won't work? I've been flying a Millenium Falcon and Gunboat on my server, and no problems yet. Everything I've seen that has to deal with Rebalance 1.4b, the ship packs, or the ghost rings, seems to be running smoothly.

Post Sun Jun 08, 2003 7:10 am

I know people have difficulty joining my server after installing the patch. There is a Star Trek Voyager model out already. Wondering if that would be added in?

Then maybe I won't need to dock .. coz "Beam me up, Scottie! Bzzzzt!". Just joking.

Edited by - GameShark03 on 08-06-2003 13:22:55

Post Sun Jun 08, 2003 12:38 pm

Maybe a bit OT, but I just had an idea that if implemented could make the FL bar-scene alot better. I notice how you edited the base killing random missions to include battleships so that got me thinking: would it be possible to have rewards other than money? I realize that it probably wouldn't go on the job board, but the people that sit at the bar and give jobs could offer more personalized missions from time to time. Anything from from weapons, shields, faction adjustment in exchange for a normal missions' requirements (i.e. go kill enemy freighter and escorts and bring back sensitive material for a very rare weapon or shield, or a faction adjustment). If possible, you could make storyline type missions where they can be two parters, or multi-system missions. Something similar to escorting someone from New Tokyo to Omicron Alpha or whatever for a large reward, or stealing sensitive goods from Kusari Space to return to Rheinland while having all jumpgates blocked by battleships... anything that could make missions more variable or more exciting to do with a group in multiplayer, or for those up to a challenge when flying solo (or with a group of wingmen).

Post Sun Jun 08, 2003 6:48 pm

Beta 4 is still to weak, by the time i got there he was dead. Stick him in a Defender or a gunboat. Oh, where can you get a Bretonia and Liberty Gunboat?

Post Sun Jun 08, 2003 6:51 pm

md i wasn't really askin to put new sysetem's (thats nice thow) i was thinkin bout adding another story line in

if your not wasted the day is

Post Sun Jun 08, 2003 9:41 pm

Is the Hornet currently unuseable? I saw a couple of posts stating that it wasn't the intended starter ship, but has anyone actually bought one and flown it? I tried to do it today, and everytime I hit the buy button, my game crashed.

Post Mon Jun 09, 2003 6:16 pm

yo u shud make a SF buyable, cos by makin the hornet starting ship, the Star Flier is non-pilotable cos u cant gettit, p.s cud u put a more mauverable ship for a starter nxt time plz

If What I Can't See Can't Hurt Me...
I'll Run Into Batle Backwards

Post Mon Jun 09, 2003 6:21 pm

i found some bugs while playing, check this
http://www.geocities.com/deadflip2/screen.htm
2 of the bugs where in calafornia (the one with the headless trent and the one with the fly in the sun waypoint 2) the first fly in the dun missions was in crete, i was doing a kill the bs, but i went outta the mission area while the bs was exploding than that happned

Post Mon Jun 09, 2003 7:59 pm

i found some thing wrong with the "unkown" system (the one with the monkey planet) when i landed on the other planet in that system i saw a ship in the next place where u can usually c the ships u buy and there wasn't a place to buy it

if your not wasted the day is

Post Mon Jun 09, 2003 8:39 pm

Okay, I'm gonna ask this.
When the person who added the T.I.E. didn't he know they had no shields and only two light cannons??
I like TIEs but if you were gonna add them why cause an arms race by having 4 guns? Kinda the same for the A-wing, but at least, it is supposed to have light shields.
There are a host of things like this through out the mod. I am disappointed with.
However I DO like the addition of Freespace Fighters, they seem much more balanced than the other Star Wars ships. Which seem to been redesigned while the makers were smoking crack.

Also has anybody thought about how much a "cargo unit" is?
No fighter I can think of could possibly carry any usable amount of cargo. UNLESS it was stripped bare of weapons and ordinance.

I was thinking that a cargo unit so far in the game is only about 100kg, or 220lbs.
Using this theory, 175 carco spaces would yield 19.25 tons or 8.75 metric tons. This is a ludicrous amount of cargo for a fighter (of any size) to carry, and remain anywhere approaching "nimble" for dogfighting. Even if you cut my figures in half you are still out of the ballpark for what a Fighter should hold. You would also not be within the realm of reasonable economy at 50kg per unit. 100kg is pushing it.

With that in mind when rebalancing maybe it would be good to remember that a fighter should not have a hold greater that 20(2.2 tons) or 40 units(4.4 tons), no matter the size. Let the cargo Haulers do the hauling.

In the original Elite/Frontier Days. A "unit" was one ton(2000 lbs/910 kg) and a fighter had 4 tons cargo space.
Just somthing I was thinking about.

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